2
0

BsGLPixelFormat.cpp 7.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsGLPixelFormat.h"
  4. #include "RenderAPI/BsRenderAPI.h"
  5. #include "Utility/BsBitwise.h"
  6. #include "Debug/BsDebug.h"
  7. namespace bs { namespace ct
  8. {
  9. PixelFormat GLPixelUtil::getClosestSupportedPF(PixelFormat pf, TextureType texType, int usage)
  10. {
  11. // Check for any obvious issues first
  12. PixelUtil::checkFormat(pf, texType, usage);
  13. // We don't check for any platform-specific format issues, assumed all are supported
  14. return pf;
  15. }
  16. GLenum GLPixelUtil::getGLOriginFormat(PixelFormat mFormat)
  17. {
  18. switch (mFormat)
  19. {
  20. case PF_R8:
  21. case PF_R8I:
  22. case PF_R8U:
  23. case PF_R8S:
  24. return GL_RED;
  25. case PF_RG8:
  26. case PF_RG8I:
  27. case PF_RG8U:
  28. case PF_RG8S:
  29. return GL_RG;
  30. case PF_RGB8:
  31. return GL_RGB;
  32. case PF_BGR8:
  33. return GL_BGR;
  34. case PF_RGBA8:
  35. case PF_RGBA8I:
  36. case PF_RGBA8U:
  37. case PF_RGBA8S:
  38. return GL_RGBA;
  39. case PF_BGRA8:
  40. return GL_BGRA;
  41. case PF_R16F:
  42. case PF_R16I:
  43. case PF_R16U:
  44. case PF_R16S:
  45. case PF_R16:
  46. return GL_RED;
  47. case PF_RG16F:
  48. case PF_RG16I:
  49. case PF_RG16U:
  50. case PF_RG16S:
  51. case PF_RG16:
  52. return GL_RG;
  53. case PF_RGBA16F:
  54. case PF_RGBA16I:
  55. case PF_RGBA16U:
  56. case PF_RGBA16S:
  57. case PF_RGBA16:
  58. return GL_RGBA;
  59. case PF_R32F:
  60. case PF_R32I:
  61. case PF_R32U:
  62. return GL_RED;
  63. case PF_RG32F:
  64. case PF_RG32I:
  65. case PF_RG32U:
  66. return GL_RG;
  67. case PF_RGB32F:
  68. case PF_RGB32I:
  69. case PF_RGB32U:
  70. return GL_RGB;
  71. case PF_RGBA32F:
  72. case PF_RGBA32I:
  73. case PF_RGBA32U:
  74. return GL_RGBA;
  75. case PF_RG11B10F:
  76. return GL_RGB;
  77. case PF_RGB10A2:
  78. return GL_RGBA;
  79. case PF_BC1:
  80. case PF_BC1a:
  81. case PF_BC3:
  82. case PF_BC7:
  83. return GL_RGBA;
  84. case PF_BC4:
  85. return GL_RED;
  86. case PF_BC5:
  87. return GL_RG;
  88. case PF_BC6H:
  89. return GL_RGB;
  90. default:
  91. return 0;
  92. }
  93. }
  94. GLenum GLPixelUtil::getGLOriginDataType(PixelFormat format)
  95. {
  96. switch (format)
  97. {
  98. case PF_R8:
  99. case PF_RG8:
  100. case PF_RGB8:
  101. case PF_BGR8:
  102. case PF_R8U:
  103. case PF_RG8U:
  104. case PF_RGBA8U:
  105. return GL_UNSIGNED_BYTE;
  106. case PF_BGRA8:
  107. case PF_RGBA8:
  108. return GL_UNSIGNED_INT_8_8_8_8_REV;
  109. case PF_R8I:
  110. case PF_RG8I:
  111. case PF_RGBA8I:
  112. case PF_R8S:
  113. case PF_RG8S:
  114. case PF_RGBA8S:
  115. return GL_BYTE;
  116. case PF_R16I:
  117. case PF_RG16I:
  118. case PF_RGBA16I:
  119. case PF_R16S:
  120. case PF_RG16S:
  121. case PF_RGBA16S:
  122. return GL_SHORT;
  123. case PF_R16:
  124. case PF_RG16:
  125. case PF_RGBA16:
  126. case PF_R16U:
  127. case PF_RG16U:
  128. case PF_RGBA16U:
  129. return GL_UNSIGNED_SHORT;
  130. case PF_R16F:
  131. case PF_RG16F:
  132. case PF_RGBA16F:
  133. return GL_HALF_FLOAT;
  134. case PF_R32I:
  135. case PF_RG32I:
  136. case PF_RGB32I:
  137. case PF_RGBA32I:
  138. return GL_INT;
  139. case PF_R32U:
  140. case PF_RG32U:
  141. case PF_RGB32U:
  142. case PF_RGBA32U:
  143. return GL_UNSIGNED_INT;
  144. case PF_R32F:
  145. case PF_RG32F:
  146. case PF_RGB32F:
  147. case PF_RGBA32F:
  148. return GL_FLOAT;
  149. case PF_RG11B10F:
  150. return GL_UNSIGNED_INT_10F_11F_11F_REV;
  151. case PF_RGB10A2:
  152. return GL_UNSIGNED_INT_2_10_10_10_REV;
  153. default:
  154. return 0;
  155. }
  156. }
  157. GLenum GLPixelUtil::getGLInternalFormat(PixelFormat mFormat, bool hwGamma)
  158. {
  159. switch (mFormat) {
  160. case PF_R8:
  161. return GL_R8;
  162. case PF_R8I:
  163. return GL_R8I;
  164. case PF_R8U:
  165. return GL_R8UI;
  166. case PF_R8S:
  167. return GL_R8_SNORM;
  168. case PF_RG8:
  169. return GL_RG8;
  170. case PF_RG8I:
  171. return GL_RG8I;
  172. case PF_RG8U:
  173. return GL_RG8UI;
  174. case PF_RG8S:
  175. return GL_RG8_SNORM;
  176. case PF_RGB8:
  177. case PF_BGR8:
  178. if (hwGamma)
  179. return GL_SRGB8;
  180. else
  181. return GL_RGB8;
  182. case PF_BGRA8:
  183. case PF_RGBA8:
  184. if (hwGamma)
  185. return GL_SRGB8_ALPHA8;
  186. else
  187. return GL_RGBA8;
  188. case PF_RGBA8I:
  189. return GL_RGBA8I;
  190. case PF_RGBA8U:
  191. return GL_RGBA8UI;
  192. case PF_RGBA8S:
  193. return GL_RGBA8_SNORM;
  194. case PF_R16F:
  195. return GL_R16F;
  196. case PF_R16I:
  197. return GL_R16I;
  198. case PF_R16U:
  199. return GL_R16UI;
  200. case PF_R16S:
  201. return GL_R16_SNORM;
  202. case PF_R16:
  203. return GL_R16;
  204. case PF_RG16F:
  205. return GL_RG16F;
  206. case PF_RG16I:
  207. return GL_RG16I;
  208. case PF_RG16U:
  209. return GL_RG16UI;
  210. case PF_RG16S:
  211. return GL_RG16_SNORM;
  212. case PF_RG16:
  213. return GL_RG16;
  214. case PF_RGBA16F:
  215. return GL_RGBA16F;
  216. case PF_RGBA16I:
  217. return GL_RGBA16I;
  218. case PF_RGBA16U:
  219. return GL_RGBA16UI;
  220. case PF_RGBA16S:
  221. return GL_RGBA16_SNORM;
  222. case PF_RGBA16:
  223. return GL_RGBA16;
  224. case PF_R32F:
  225. return GL_R32F;
  226. case PF_R32I:
  227. return GL_R32I;
  228. case PF_R32U:
  229. return GL_R32UI;
  230. case PF_RG32F:
  231. return GL_RG32F;
  232. case PF_RG32I:
  233. return GL_RG32I;
  234. case PF_RG32U:
  235. return GL_RG32UI;
  236. case PF_RGB32F:
  237. return GL_RGB32F;
  238. case PF_RGB32I:
  239. return GL_RGB32I;
  240. case PF_RGB32U:
  241. return GL_RGB32UI;
  242. case PF_RGBA32F:
  243. return GL_RGBA32F;
  244. case PF_RGBA32I:
  245. return GL_RGBA32I;
  246. case PF_RGBA32U:
  247. return GL_RGBA32UI;
  248. case PF_BC1a:
  249. case PF_BC1:
  250. if (hwGamma)
  251. return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
  252. else
  253. return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  254. case PF_BC2:
  255. if (hwGamma)
  256. return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
  257. else
  258. return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  259. case PF_BC3:
  260. if (hwGamma)
  261. return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
  262. else
  263. return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  264. case PF_BC4:
  265. return GL_COMPRESSED_RED_RGTC1;
  266. case PF_BC5:
  267. return GL_COMPRESSED_RG_RGTC2;
  268. case PF_BC6H:
  269. return GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  270. case PF_BC7:
  271. if (hwGamma)
  272. return GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM;
  273. else
  274. return GL_COMPRESSED_RGBA_BPTC_UNORM;
  275. case PF_D16:
  276. return GL_DEPTH_COMPONENT16;
  277. case PF_D32:
  278. return GL_DEPTH_COMPONENT32F;
  279. case PF_D24S8:
  280. return GL_DEPTH24_STENCIL8;
  281. case PF_D32_S8X24:
  282. return GL_DEPTH32F_STENCIL8;
  283. case PF_RG11B10F:
  284. return GL_R11F_G11F_B10F;
  285. case PF_RGB10A2:
  286. return GL_RGB10_A2;
  287. default:
  288. return GL_NONE;
  289. }
  290. }
  291. GLenum GLPixelUtil::getDepthStencilTypeFromPF(PixelFormat mFormat)
  292. {
  293. switch(mFormat)
  294. {
  295. case PF_D32_S8X24:
  296. return GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
  297. case PF_D24S8:
  298. return GL_UNSIGNED_INT_24_8;
  299. case PF_D32:
  300. return GL_FLOAT;
  301. case PF_D16:
  302. return GL_UNSIGNED_SHORT;
  303. default:
  304. break;
  305. }
  306. LOGERR("Invalid depth stencil format");
  307. return PF_D32_S8X24;
  308. }
  309. GLenum GLPixelUtil::getDepthStencilFormatFromPF(PixelFormat mFormat)
  310. {
  311. switch (mFormat)
  312. {
  313. case PF_D32_S8X24:
  314. return GL_DEPTH_STENCIL;
  315. case PF_D24S8:
  316. return GL_DEPTH_STENCIL;
  317. case PF_D32:
  318. return GL_DEPTH_COMPONENT;
  319. case PF_D16:
  320. return GL_DEPTH_COMPONENT;
  321. default:
  322. break;
  323. }
  324. LOGERR("Invalid depth stencil format");
  325. return GL_DEPTH_STENCIL;
  326. }
  327. GLenum GLPixelUtil::getBufferFormat(GpuBufferFormat format)
  328. {
  329. static bool lookupInitialized = false;
  330. static GLenum lookup[BF_COUNT];
  331. if (!lookupInitialized)
  332. {
  333. lookup[BF_16X1F] = GL_R16F;
  334. lookup[BF_16X2F] = GL_RG16F;
  335. lookup[BF_16X4F] = GL_RGBA16F;
  336. lookup[BF_32X1F] = GL_R32F;
  337. lookup[BF_32X2F] = GL_RG32F;
  338. lookup[BF_32X3F] = GL_RGB32F;
  339. lookup[BF_32X4F] = GL_RGBA32F;
  340. lookup[BF_8X1] = GL_R8;
  341. lookup[BF_8X2] = GL_RG8;
  342. lookup[BF_8X4] = GL_RGBA8;
  343. lookup[BF_16X1] = GL_R16;
  344. lookup[BF_16X2] = GL_RG16;
  345. lookup[BF_16X4] = GL_RGBA16;
  346. lookup[BF_8X1S] = GL_R8I;
  347. lookup[BF_8X2S] = GL_RG8I;
  348. lookup[BF_8X4S] = GL_RGBA8I;
  349. lookup[BF_16X1S] = GL_R16I;
  350. lookup[BF_16X2S] = GL_RG16I;
  351. lookup[BF_16X4S] = GL_RGBA16I;
  352. lookup[BF_32X1S] = GL_R32I;
  353. lookup[BF_32X2S] = GL_RG32I;
  354. lookup[BF_32X3S] = GL_RGB32I;
  355. lookup[BF_32X4S] = GL_RGBA32I;
  356. lookup[BF_8X1U] = GL_R8UI;
  357. lookup[BF_8X2U] = GL_RG8UI;
  358. lookup[BF_8X4U] = GL_RGBA8UI;
  359. lookup[BF_16X1U] = GL_R16UI;
  360. lookup[BF_16X2U] = GL_RG16UI;
  361. lookup[BF_16X4U] = GL_RGBA16UI;
  362. lookup[BF_32X1U] = GL_R32UI;
  363. lookup[BF_32X2U] = GL_RG32UI;
  364. lookup[BF_32X3U] = GL_RGB32UI;
  365. lookup[BF_32X4U] = GL_RGBA32UI;
  366. lookupInitialized = true;
  367. }
  368. if (format >= BF_COUNT)
  369. return GL_NONE;
  370. return lookup[(UINT32)format];
  371. }
  372. }}